Reply to Re: Changing a sprite's hardbox
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Hmm yes I guess Init() is the obvious one. I was thinking the simplest solution would be just to have a duplicate of every sprite I need with a different hardbox, but loading it on the fly would be better as then the sequence/frame numbers won't change.
It's for Solitaire in Broken Windows, playing around with that again trying to get it to work fully... It turns out that if you have several sprites on top of each other and click on them with the mouse, the one that was created first is the one that's actually "clicked" (ie only that sprite's click procedure is run). Nothing to do with depth que which I was expecting (and hoping for!).
Which is a pain when working with stacks of overlapping cards, hence the need for smaller hardboxes...
It's for Solitaire in Broken Windows, playing around with that again trying to get it to work fully... It turns out that if you have several sprites on top of each other and click on them with the mouse, the one that was created first is the one that's actually "clicked" (ie only that sprite's click procedure is run). Nothing to do with depth que which I was expecting (and hoping for!).
Which is a pain when working with stacks of overlapping cards, hence the need for smaller hardboxes...